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155,600 Commits over 4,536 Days - 1.43cph!

11 Months Ago
sound import setting tweaks
11 Months Ago
Dont move scientist boats if Ai.Move is false
11 Months Ago
Change scientist boat spawn edge margin from 300 -> 900
11 Months Ago
Early exit out our update loop if there are no connections inside a large radius
11 Months Ago
Add physics impact/lurch sounds to modular boats Remove brute-force client side cached data update
11 Months Ago
naval_update -> scientist_boat_ai
11 Months Ago
merge from main/naval-Update
11 Months Ago
Fixed boats stopping if the player is on the edge of the plank
11 Months Ago
Add safe zone triggers to all floating cities, S2P+HLOD all of them
11 Months Ago
Merge from floating_cities
11 Months Ago
Fixed missing barrel transform on static sentries throwing NRE's when firing WIll need to S2P floating citites, have other changes to make first
11 Months Ago
Fix elevators on floating city not working after a server restart
11 Months Ago
merge from force_scene_deep_sea -> naval_update
11 Months Ago
Enable `forceDeepSea` in GameSetup in all the tropical scenes
11 Months Ago
Re-add deepsea.cs convar file because plastic - codegen
11 Months Ago
Add bool option to GameSetup to force the scene to be considered inside the deep sea - sets convar `force_scene_deep_sea` to be true (editor only)
11 Months Ago
hooked up event birthday balloons with new prefab
11 Months Ago
balloon icons and set their health low
11 Months Ago
added sss to latex balloons, stripped out old gibs, fixed collision on speechbubble balloon, added new guidemeshes for all
11 Months Ago
Bunch of wip dock and edit work
11 Months Ago
Arctic Hazmat repose/lods
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Cleanup spawning code, we don't need the global broadcast parameter anymore - its set in the prefabs
11 Months Ago
Restored BoatBuildingBlock retarget when entering portals Fixed error when adding the same ent multiple times to crossing entities list
11 Months Ago
removed boat planner folder (files are now in planner folder)
11 Months Ago
Building planner wip - rigged & skinned new mesh - updated anims - intial viewmodel setup - Boat planner files moved to planner folder - renamed models from blueprint to building_planner - set up buidling planner worldmodel prefab - gave planner entity appropriate suffix
11 Months Ago
Tropical 4 underwater treatment.
11 Months Ago
Tropical 3 underwater treatment.
11 Months Ago
Tropical1 underwater treatment
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Set ghost ship prefabs as globally networked in deep sea realm by default
11 Months Ago
Tropical2 underwater treatment.
11 Months Ago
Moved deep sea portal OnTriggerStay to invokes Added deepsea.printTriggerState command to debug the state of deep sea triggers
11 Months Ago
Offshore spawn stuff
11 Months Ago
Build area must be free of players and entities for dock & edit to work
11 Months Ago
pt_boat_turrets -> naval_update
11 Months Ago
Covered another case ^
11 Months Ago
Update MustPlaceOnBoat error text
11 Months Ago
Can't try to fire whilst reloading
11 Months Ago
Masked out the rear 50 cal turret body animation
11 Months Ago
merge from boat_building
11 Months Ago
Merge from parent
11 Months Ago
Added RequireNoParentBoat bool to SocketMod_BoatBuildingBlock, enabled for all boat-specific deployables. Fixes placement of boat specific deployables on finished boats after recent layer changes.
11 Months Ago
Force seat position updates on the front turret. Gets around any of the weird pivoting with the player going closer to one or the other side of the turret
11 Months Ago
Moved position of red handle on explosives box to improve clearance with code lock
11 Months Ago
More pivot cleanup
11 Months Ago
Fix another screwed up pivot on the front turret
11 Months Ago
merge from main
11 Months Ago
merge from naval_update/deep_sea
11 Months Ago
Kayak and DPV can be deployed in deep sea